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Home/ Questions/Q 3662714
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Editorial Team
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Editorial Team
Asked: May 19, 20262026-05-19T01:26:52+00:00 2026-05-19T01:26:52+00:00

I load an bitmapfont (as png image) in my openGL Application to render characters

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I load an bitmapfont (as png image) in my openGL Application to render characters from there at a fixed size. That’s working. But: If I want to scale some glyphs at a smaller size it doesnt look great. Is there a way – without using pregenerated mipmaps (I have a big bunch of several characters and need stepless sizes) to scale this more beautiful? Some way of interpolation or something?

At the moment I use something like this (C/C++ on Mac OS X):

glPopMatrix();
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, texture->getID());
glScalef(0.7f, 0.7f, 0); //scale here a size

{draw vertexes & set texcoords}

glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glPushMatrix();

Any suggestion?

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  1. Editorial Team
    Editorial Team
    2026-05-19T01:26:53+00:00Added an answer on May 19, 2026 at 1:26 am

    Did you try using Linear filtering on your textures?:

    glTexParameteri(GL_TEXTURE_2D, GL_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_MAG_FILTER, GL_LINEAR);
    

    This after binding textures.

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